#KaioSpace (Parts Mod)

1 messages · Page 1 of 1 (latest)

scenic zinc
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aaaaand now heres my current issue, i cant seem to make the model load at all, it just loads a pink cylinder that does not match any of the meshes of the part, so i assume its some sort of safe-error mesh the game loads. You can see based on the nodes how big it should actually be.

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Actually now that i look closely... i just re-did ALL of the importing in unity and KSP2 and im noticing my old fairing nodes are still there even though I did not re-add them in unity...
Does the game keep stuff cached somewhere and its not refreshing the mod parts?

wraith gale
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Whenever you make any changes to the prefab's components, you also need to re-export the JSON file

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The game mostly reads the information from that

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That would be my guess for why you're still seeing the nodes

scenic zinc
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i have, and i also made sure to delete all the files in the mod folder of the game

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im actually really confused at this point LOL

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might just re-do the whole unity project

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and use my fairing as a test instead since its a simpler model

wraith gale
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As for the model, anything suspicious in the logs?

scenic zinc
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where's the logs stored

wraith gale
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C:\Users\username\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Player.log

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that one contains all the combined logs

gilded kayak
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You need to turn on always invalidate cache

scenic zinc
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it is installed

wraith gale
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ah, didn't even think of that

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yeah that would do it

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it only rebuilds the cache when a mod is installed or updated

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but since you're just replacing the same version, it won't know to do it

scenic zinc
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ah

gilded kayak
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Accidentally hit keyboard

scenic zinc
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wheres that setting, first time im doing all this lool

wraith gale
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Settings -> Mods -> Patch Manager

scenic zinc
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ok got it

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ok good news the nodes updated, bad news model still unloaded, so let me check logs

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first thing i notice while scrolling

wraith gale
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wtf @gilded kayak

gilded kayak
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Did you do a json export and a patch export?

wraith gale
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oh I didn't realize patch export was already in KSP2UT lifesupport

scenic zinc
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i pressed this button

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there is a patches folder in the mod folder

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with this

wraith gale
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ah yeah, then that's the cause of that warning

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they basically both do the same thing, the JSON and the patch file

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so the part is being created twice

scenic zinc
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ok, i did see it being created further up the log

wraith gale
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but I don't think this causes the model issue

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since the patch is just ignored

scenic zinc
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i see this which i assume is related to not having a icon image set in the parts list

wraith gale
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yeah I think so

gilded kayak
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Ohhhh

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No

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thats not it

wraith gale
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but also why %NAME%

gilded kayak
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That's a ... KSP2UT bug

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combined with PMs swapping

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I just found the bug

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I fixed it in one place but not the other

scenic zinc
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also should there be any info here?

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all i did was add the part and the basic info

gilded kayak
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You need localization for that

gilded kayak
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@scenic zinc update KSP2UT as well

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for icon and model to be fixed

scenic zinc
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gotcha

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i couldnt find any other reference to the model by searching for its name in the logs

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this(img 1) is a reference to this(img 2) right?

gilded kayak
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before we switched to the package format

wraith gale
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oh yeah I should specify that

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if you installed from Git URL, no need to delete anything

scenic zinc
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ok

wraith gale
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you can just open Package Manager, click on KSP2UT and click Update

scenic zinc
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gotcha, it updated to 0.8.2

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oh my god im going to cry

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it loaded

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ignore the scuffed texture, in desperate measures i just threw a random texture at it in case it missing was the issue

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it only took these attempts 😂

wraith gale
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🥳

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it's a bit of a learning curve, but once you get your first part or two into the game, it becomes very routine and easy

scenic zinc
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yeah i think it is easier, i was originally upset the nodes are done manually in the module instead of just using the Empties i already had set up in blender (like ksp1 nodes work), but i think i do prefer this now, i just copy the coords of the empty to it

wraith gale
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oh and by the way, for generating the icons, IsaQuest made this: #1131796879013855343 message

scenic zinc
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nice

gilded moth
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spent many hours here asking for help lol

wraith gale
scenic zinc
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also thanks isa for putting up with my ranting in my discord

gilded moth
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sure

wraith gale
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thanks!

scenic zinc
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that caught me so off guard i couldnt stop laughing for a moment

wraith gale
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lmao

gilded kayak
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Lolll

scenic zinc
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i reverted to VAB and its back to purple lol

wraith gale
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uh

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yeah that's not good

scenic zinc
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thats the bottom of the log

wraith gale
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for the rotation, I would once again probably blame the way Unity imported it

wraith gale
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but it feels weird that it's trying to find it multiple times in a row

scenic zinc
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maybe its not happy with me removing the textures from the material

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if i press launch it warns me "Still Loading"

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so i guess its stuck trying to load it

wraith gale
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huh

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I remember seeing that a long time ago

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but I honestly have no clue what it was

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(I'm not exactly the parts expert here, I haven't even made any of my own, I'm just familiar with the process)

scenic zinc
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btw on the wiki it says the icon must have _icon in the end, but it seems it does not, it only loaded when i removed it

wraith gale
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ok now I think I understand all your issues

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it's the overrides

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these are basically experimental overrides for when you want to make a part that uses some other existing part's model+textures and icon

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were those prefilled with those values?

scenic zinc
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yes

wraith gale
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@gilded kayak we really need to change that

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otherwise no parts made with this version of KSP2UT will work correctly

scenic zinc
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do i empty those fields?

wraith gale
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you can try to do that, yes

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I'm not 100% sure how it will act if it's an empty string instead of null, but it might fix the issues

gilded kayak
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But alright, I might just add a checkbox to include the overrides

wraith gale
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yeah, because then the icon will work

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but the prefab overrides are just completely broken

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I would honestly just remove it altogether for now

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until it's fixed in PM

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but yeah, if you add a checkbox that's off by default, that works too

gilded kayak
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@wraith gale PR made

scenic zinc
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with the box empty it still loaded (and i didnt add _icon to the file again)
(also temp icon while i figure things out)

wraith gale
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huh, that definitely shouldn't happen

scenic zinc
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wait

gilded kayak
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I think ... it loaded the first sprite

scenic zinc
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i forgot to re-save json ICANT

wraith gale
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ahh

gilded kayak
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Accept PR so we don't have to deal with this for now

scenic zinc
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alright it seems to be loading consistently now, i also corrected the materials and took it for a spin

scenic zinc
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the decoupler is on the fairing side, since you can only have one decouple module on a part...

scenic zinc
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the only thing that made a difference was enabling Automatic Dir, which then makes the fairing shoot up

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ive tried 1 and -1 on every coord

wraith gale
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that is I'm assuming making it just decouple in the direction of the node

scenic zinc
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the node is actually sideways

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not pointing up

wraith gale
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oh

scenic zinc
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i even tried inverting the nodes but it still goes the same direction lol

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wait

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i may have found one thing

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i have it set to horizontal

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ill try vertical

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i wonder if horizontal makes it try to shoot in the direction of the center of mass

wraith gale
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I think that should only determine its icon in staging or something like that

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but I can't say for sure

scenic zinc
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wouldnt that be this?

wraith gale
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yeah you're right

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looking into the code, seems like it's more so used to determine resource flow

scenic zinc
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ah

wraith gale
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and apparently automatic staging?

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that's a thing

scenic zinc
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yeah it didnt change anything lol

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im gonna try offsetting the COM to test my theory

wraith gale
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not actually performing staging automatically

scenic zinc
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ah yeah makes sense

wraith gale
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by the way I'm looking into Data_Decouple and I'm not even seeing any fields with the direction

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the "Explosive Dir" thing

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and it's not in the JSONs of stock parts either

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weird

scenic zinc
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heh

wraith gale
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oh, it's not in the data object, it's directly on the module

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I'm blind

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it's obvious from the screenshot

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but yeah ExplosiveDir should definitely be getting used if AutomaticDir is unset

gilded kayak
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why is it directly on the module

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That means its not touchable with PM

wraith gale
wraith gale
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but it's not great

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wait no

gilded kayak
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Dont think so

wraith gale
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duh

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yeah I think this is definitely something they just forgot

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it makes no sense for it to only be on the prefab

scenic zinc
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what does Omni Decoupler mean

wraith gale
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it sounds like it might just be a double sided one?

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yeah just checked

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it's used for the double-sided stack decouplers

scenic zinc
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gotcha

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and what is Anchor Name at this point im just trying everything

wraith gale
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as far as I can tell, ExplosiveDir should be doing what you want it to

scenic zinc
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i just tested again and it made no difference

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i wonder if its related to how the stock fairings are broken and only go upwards instead of actually separating sideways

wraith gale
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physically

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no wait that doesn't sound right

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it's not extremely clear

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inline decouplers don't have it and radial ones do as far as I can tell

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oh I think it might be for when you want your decoupler to split into two parts

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and the anchor is probably the parent object of the part of the decoupler that should stay connected to the decoupled stuff

scenic zinc
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ah i see

wraith gale
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I have no clue how changing the values of ExplosionDir doesn't affect the direction in the game

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the code is clearly written that way

scenic zinc
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im gonna guess its the game itself thats broken at this point

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the decoupler on stock fairings has been broken for a while

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wouldnt surprise me if its the same code for the normal decouplers or something

wraith gale
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but they're completely separate systems

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as far as I can tell, there's no connection between the two

scenic zinc
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hmm

wraith gale
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you could try using UnityExplorer or Reflektor to play around with the values at runtime

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for both the stock parts and yours

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and see if it has any effect

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these two mods basically let you edit the fields of any game object and its components

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while running the game

scenic zinc
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ok

wraith gale
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UnityExplorer is more robust but very slow, Reflektor is being developed specifically for KSP2 and is very new

scenic zinc
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oh no

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so when you drag a part from the scene to the project window

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does it matter which one i click on to edit values

wraith gale
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if you edit the one in the scene, you have to apply overrides for changes to be saved to the prefab

scenic zinc
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yep--

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i think that did it

wraith gale
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haha

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well that's good news!

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at least it's not some obscure bug

scenic zinc
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i now feel dumb

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for only figuring it now

wraith gale
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to be fair we dealt with this issue many times before and still neither me nor Cheese realized

scenic zinc
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hahaha

scenic zinc
scenic zinc
scenic zinc
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nvm Isa helped me

scenic zinc
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finally imported the upper stage, and imported the updated booster with the upper QD in the interstage

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also added all the drag stuff spoken about in #🔴mod-dev

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things missing atm other than textures is:
Engine Cluster, Upper and Lower Fins, RCS Pod

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and ofc the SL and Vac standalone engines

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bro why is it IMPOSSIBLE TO MOVE STAGES IN THE STAGING THING

wraith gale
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nice!

scenic zinc
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who needs landing legs when you have nozzles

wraith gale
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> me anytime I land Super Heavy in KSP

scenic zinc
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xddd

scenic zinc
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https://twitter.com/EritoKaio/status/1751032332998299777
(This mod uses the MIT License, I will include it inside the mod for future versions)

KaioSpace-KSP2 v2024.1.2 is now public. This is still highly experimental and likely broken. Releasing it mostly so I can find issues faster. The rocket is still missing its fins, legs, upper engines, rcs, engine VFX and a some textures.

#KSP2

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Ill make a more "official" release with ckan n stuff once I have at least this whole rocket finished.

wraith gale
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Awesome! Just wanted to mention, you should specify the license of your mod next to any download link posted here (rule #7)

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(You don't have any compiled source code, so that part doesn't apply)

scenic zinc
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oh yeah i forgot

scenic zinc
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MIT license is included inside the mod folder now.

  • Adjusted some config values for most parts and textures.
  • Adjusted collision models in an attempt to improve random behavior in some situations.
  • Removed the mockup SuperHeavy booster, it was never intended to be in the release version of the mod.
  • Changed the versioning number to something easier for people to track.
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but like seriously, the second point was just an attempt, it still definitely does some weird shit with collisions that i dont understand

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like when im flying slow near the ground sometimes it just does some weird shit where it flips rapidly and break itself apart

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and on the landing pads at KSC when im near landing i get water splashes? as if my collision model was a few meters below the rocket?

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like huh

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if anyone can confirm this for me id appreciate it

wraith gale
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that sounds strange

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will test

scenic zinc
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1.01.4

  • Fixed Jiren R Upper Stage colliders.
  • Added a crossfeed toggle to the booster and upper stage, toggle them off to prevent the booster from consuming propellant from the second stage.
  • Small material changes.

Known Issues:
Aero stability, weird collider behavior on the booster, unknown source.
Any further fixes will just go into 1.02 because I want to progress with other features while trying to figure this out.

scenic zinc
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  • Future update note: I will NOT make a extended version of my Starship (Chronoa)
    Just saying because potential extension section of the nose cone just came out of the factory at starbase and I needed to clear it out before anyone asks. I'm NOT making my ship look stupid.
scenic zinc
clever ivy
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Oooo

scenic zinc
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I will modify the booster to bring it a little closer to V2, but im likely keeping V1 hotstage ring since i already integrated it into my booster, ill likely chnage the chines, the QD and some other minor things, I am also keeping the engine covers because if I dont... then the exposed engine powerheads will very much increase the poly count of the whole thing.

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I will also not fully replicate the ship, I'm going to take creative liberties to make it my own design

wraith gale
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that's fair, I mean, the renders we got seemed to be more so just rough concept